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Yes, it‘s Max. I used to do animations like that 10 years ago but thank god I don’t have to in Blender. Doesn’t Max have bone animation? The method shown relies on eyeballing the position of a helper point and creating 30 keyframes - that’s a lot of work and you have to do both sides.

Yes, it‘s Max. I used to do animations like that 10 years ago but thank god I don’t have to in Blender. Doesn’t Max have bone animation? The method shown relies on eyeballing the position of a helper point and creating 30 keyframes - that’s a lot of work and you have to do both sides.

Paul

Yes Max has bones. I use your tutorial and only do my animations with bones. It's easy....none of this keyframe stuff. As for Blender...tried that...too hard....lol

A how to on creating m.clutter assets where the lowest LOD fades out. This isn't a crossfade tutorial video, the higher LODs still use the pop in/out transition, only the last LOD fades out. This is the simplest method for clutter. The video goes through the mesh creation process in 3DS Max, the metadata.txt creation and also the setup of clutter effect layers for the upcoming Trainz release. We will cover clutter crossfade lod transitions in another tutorial.

Hi All
I have recently uploaded the next joint ZecRail/N3V Games tutorial, this time for animating Walschaert's Valve Gear for steam locomotives in 3DSMax (the same method works in GMax, and I'm sure a similar method could be adapted for Blender)! This video covers the animation of the valve gear itself, the animation of the crosshead, connecting rod, coupling rod, and wheels are covered in our previous tutorial.